Files
LuaCsForBarotraumaEP/Farseer Physics Engine 3.5/Common/Vertices.cs

582 lines
18 KiB
C#

/*
* Farseer Physics Engine:
* Copyright (c) 2012 Ian Qvist
*/
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Text;
using FarseerPhysics.Collision;
using Microsoft.Xna.Framework;
namespace FarseerPhysics.Common
{
public enum PolygonError
{
/// <summary>
/// There were no errors in the polygon
/// </summary>
NoError,
/// <summary>
/// Polygon must have between 3 and Settings.MaxPolygonVertices vertices.
/// </summary>
InvalidAmountOfVertices,
/// <summary>
/// Polygon must be simple. This means no overlapping edges.
/// </summary>
NotSimple,
/// <summary>
/// Polygon must have a counter clockwise winding.
/// </summary>
NotCounterClockWise,
/// <summary>
/// The polygon is concave, it needs to be convex.
/// </summary>
NotConvex,
/// <summary>
/// Polygon area is too small.
/// </summary>
AreaTooSmall,
/// <summary>
/// The polygon has a side that is too short.
/// </summary>
SideTooSmall
}
#if !(XBOX360)
[DebuggerDisplay("Count = {Count} Vertices = {ToString()}")]
#endif
public class Vertices : List<Vector2>
{
public Vertices() { }
public Vertices(int capacity) : base(capacity) { }
public Vertices(IEnumerable<Vector2> vertices)
{
AddRange(vertices);
}
internal bool AttachedToBody { get; set; }
/// <summary>
/// You can add holes to this collection.
/// It will get respected by some of the triangulation algoithms, but otherwise not used.
/// </summary>
public List<Vertices> Holes { get; set; }
/// <summary>
/// Gets the next index. Used for iterating all the edges with wrap-around.
/// </summary>
/// <param name="index">The current index</param>
public int NextIndex(int index)
{
return (index + 1 > Count - 1) ? 0 : index + 1;
}
/// <summary>
/// Gets the next vertex. Used for iterating all the edges with wrap-around.
/// </summary>
/// <param name="index">The current index</param>
public Vector2 NextVertex(int index)
{
return this[NextIndex(index)];
}
/// <summary>
/// Gets the previous index. Used for iterating all the edges with wrap-around.
/// </summary>
/// <param name="index">The current index</param>
public int PreviousIndex(int index)
{
return index - 1 < 0 ? Count - 1 : index - 1;
}
/// <summary>
/// Gets the previous vertex. Used for iterating all the edges with wrap-around.
/// </summary>
/// <param name="index">The current index</param>
public Vector2 PreviousVertex(int index)
{
return this[PreviousIndex(index)];
}
/// <summary>
/// Gets the signed area.
/// If the area is less than 0, it indicates that the polygon is clockwise winded.
/// </summary>
/// <returns>The signed area</returns>
public float GetSignedArea()
{
//The simplest polygon which can exist in the Euclidean plane has 3 sides.
if (Count < 3)
return 0;
int i;
float area = 0;
for (i = 0; i < Count; i++)
{
int j = (i + 1) % Count;
Vector2 vi = this[i];
Vector2 vj = this[j];
area += vi.X * vj.Y;
area -= vi.Y * vj.X;
}
area /= 2.0f;
return area;
}
/// <summary>
/// Gets the area.
/// </summary>
/// <returns></returns>
public float GetArea()
{
float area = GetSignedArea();
return (area < 0 ? -area : area);
}
/// <summary>
/// Gets the centroid.
/// </summary>
/// <returns></returns>
public Vector2 GetCentroid()
{
//The simplest polygon which can exist in the Euclidean plane has 3 sides.
if (Count < 3)
return new Vector2(float.NaN, float.NaN);
// Same algorithm is used by Box2D
Vector2 c = Vector2.Zero;
float area = 0.0f;
const float inv3 = 1.0f / 3.0f;
for (int i = 0; i < Count; ++i)
{
// Triangle vertices.
Vector2 current = this[i];
Vector2 next = (i + 1 < Count ? this[i + 1] : this[0]);
float triangleArea = 0.5f * (current.X * next.Y - current.Y * next.X);
area += triangleArea;
// Area weighted centroid
c += triangleArea * inv3 * (current + next);
}
// Centroid
c *= 1.0f / area;
return c;
}
/// <summary>
/// Returns an AABB that fully contains this polygon.
/// </summary>
public AABB GetAABB()
{
AABB aabb;
Vector2 lowerBound = new Vector2(float.MaxValue, float.MaxValue);
Vector2 upperBound = new Vector2(float.MinValue, float.MinValue);
for (int i = 0; i < Count; ++i)
{
if (this[i].X < lowerBound.X)
{
lowerBound.X = this[i].X;
}
if (this[i].X > upperBound.X)
{
upperBound.X = this[i].X;
}
if (this[i].Y < lowerBound.Y)
{
lowerBound.Y = this[i].Y;
}
if (this[i].Y > upperBound.Y)
{
upperBound.Y = this[i].Y;
}
}
aabb.LowerBound = lowerBound;
aabb.UpperBound = upperBound;
return aabb;
}
/// <summary>
/// Translates the vertices with the specified vector.
/// </summary>
/// <param name="value">The value.</param>
public void Translate(Vector2 value)
{
Translate(ref value);
}
/// <summary>
/// Translates the vertices with the specified vector.
/// </summary>
/// <param name="value">The vector.</param>
public void Translate(ref Vector2 value)
{
Debug.Assert(!AttachedToBody, "Translating vertices that are used by a Body can result in unstable behavior. Use Body.Position instead.");
for (int i = 0; i < Count; i++)
this[i] = Vector2.Add(this[i], value);
if (Holes != null && Holes.Count > 0)
{
foreach (Vertices hole in Holes)
{
hole.Translate(ref value);
}
}
}
/// <summary>
/// Scales the vertices with the specified vector.
/// </summary>
/// <param name="value">The Value.</param>
public void Scale(Vector2 value)
{
Scale(ref value);
}
/// <summary>
/// Scales the vertices with the specified vector.
/// </summary>
/// <param name="value">The Value.</param>
public void Scale(ref Vector2 value)
{
Debug.Assert(!AttachedToBody, "Scaling vertices that are used by a Body can result in unstable behavior.");
for (int i = 0; i < Count; i++)
this[i] = Vector2.Multiply(this[i], value);
if (Holes != null && Holes.Count > 0)
{
foreach (Vertices hole in Holes)
{
hole.Scale(ref value);
}
}
}
/// <summary>
/// Rotate the vertices with the defined value in radians.
///
/// Warning: Using this method on an active set of vertices of a Body,
/// will cause problems with collisions. Use Body.Rotation instead.
/// </summary>
/// <param name="value">The amount to rotate by in radians.</param>
public void Rotate(float value)
{
Debug.Assert(!AttachedToBody, "Rotating vertices that are used by a Body can result in unstable behavior.");
float num1 = (float)Math.Cos(value);
float num2 = (float)Math.Sin(value);
for (int i = 0; i < Count; i++)
{
Vector2 position = this[i];
this[i] = new Vector2((position.X * num1 + position.Y * -num2), (position.X * num2 + position.Y * num1));
}
if (Holes != null && Holes.Count > 0)
{
foreach (Vertices hole in Holes)
{
hole.Rotate(value);
}
}
}
/// <summary>
/// Determines whether the polygon is convex.
/// O(n^2) running time.
///
/// Assumptions:
/// - The polygon is in counter clockwise order
/// - The polygon has no overlapping edges
/// </summary>
/// <returns>
/// <c>true</c> if it is convex; otherwise, <c>false</c>.
/// </returns>
public bool IsConvex()
{
//The simplest polygon which can exist in the Euclidean plane has 3 sides.
if (Count < 3)
return false;
//Triangles are always convex
if (Count == 3)
return true;
// Checks the polygon is convex and the interior is to the left of each edge.
for (int i = 0; i < Count; ++i)
{
int next = i + 1 < Count ? i + 1 : 0;
Vector2 edge = this[next] - this[i];
for (int j = 0; j < Count; ++j)
{
// Don't check vertices on the current edge.
if (j == i || j == next)
continue;
Vector2 r = this[j] - this[i];
float s = edge.X * r.Y - edge.Y * r.X;
if (s <= 0.0f)
return false;
}
}
return true;
}
/// <summary>
/// Indicates if the vertices are in counter clockwise order.
/// Warning: If the area of the polygon is 0, it is unable to determine the winding.
/// </summary>
public bool IsCounterClockWise()
{
//The simplest polygon which can exist in the Euclidean plane has 3 sides.
if (Count < 3)
return false;
return (GetSignedArea() > 0.0f);
}
/// <summary>
/// Forces the vertices to be counter clock wise order.
/// </summary>
public void ForceCounterClockWise()
{
//The simplest polygon which can exist in the Euclidean plane has 3 sides.
if (Count < 3)
return;
if (!IsCounterClockWise())
Reverse();
}
/// <summary>
/// Checks if the vertices forms an simple polygon by checking for edge crossings.
/// </summary>
public bool IsSimple()
{
//The simplest polygon which can exist in the Euclidean plane has 3 sides.
if (Count < 3)
return false;
for (int i = 0; i < Count; ++i)
{
Vector2 a1 = this[i];
Vector2 a2 = NextVertex(i);
for (int j = i + 1; j < Count; ++j)
{
Vector2 b1 = this[j];
Vector2 b2 = NextVertex(j);
Vector2 temp;
if (LineTools.LineIntersect2(ref a1, ref a2, ref b1, ref b2, out temp))
return false;
}
}
return true;
}
/// <summary>
/// Checks if the polygon is valid for use in the engine.
///
/// Performs a full check, for simplicity, convexity,
/// orientation, minimum angle, and volume.
///
/// From Eric Jordan's convex decomposition library
/// </summary>
/// <returns>PolygonError.NoError if there were no error.</returns>
public PolygonError CheckPolygon()
{
if (Count < 3 || Count > Settings.MaxPolygonVertices)
return PolygonError.InvalidAmountOfVertices;
if (!IsSimple())
return PolygonError.NotSimple;
if (GetArea() <= Settings.Epsilon)
return PolygonError.AreaTooSmall;
if (!IsConvex())
return PolygonError.NotConvex;
//Check if the sides are of adequate length.
for (int i = 0; i < Count; ++i)
{
int next = i + 1 < Count ? i + 1 : 0;
Vector2 edge = this[next] - this[i];
if (edge.LengthSquared() <= Settings.Epsilon*Settings.Epsilon)
{
return PolygonError.SideTooSmall;
}
}
if (!IsCounterClockWise())
return PolygonError.NotCounterClockWise;
return PolygonError.NoError;
}
/// <summary>
/// Projects to axis.
/// </summary>
/// <param name="axis">The axis.</param>
/// <param name="min">The min.</param>
/// <param name="max">The max.</param>
public void ProjectToAxis(ref Vector2 axis, out float min, out float max)
{
// To project a point on an axis use the dot product
float dotProduct = Vector2.Dot(axis, this[0]);
min = dotProduct;
max = dotProduct;
for (int i = 0; i < Count; i++)
{
dotProduct = Vector2.Dot(this[i], axis);
if (dotProduct < min)
{
min = dotProduct;
}
else
{
if (dotProduct > max)
{
max = dotProduct;
}
}
}
}
/// <summary>
/// Winding number test for a point in a polygon.
/// </summary>
/// See more info about the algorithm here: http://softsurfer.com/Archive/algorithm_0103/algorithm_0103.htm
/// <param name="point">The point to be tested.</param>
/// <returns>-1 if the winding number is zero and the point is outside
/// the polygon, 1 if the point is inside the polygon, and 0 if the point
/// is on the polygons edge.</returns>
public int PointInPolygon(ref Vector2 point)
{
// Winding number
int wn = 0;
// Iterate through polygon's edges
for (int i = 0; i < Count; i++)
{
// Get points
Vector2 p1 = this[i];
Vector2 p2 = this[NextIndex(i)];
// Test if a point is directly on the edge
Vector2 edge = p2 - p1;
float area = MathUtils.Area(ref p1, ref p2, ref point);
if (area == 0f && Vector2.Dot(point - p1, edge) >= 0f && Vector2.Dot(point - p2, edge) <= 0f)
{
return 0;
}
// Test edge for intersection with ray from point
if (p1.Y <= point.Y)
{
if (p2.Y > point.Y && area > 0f)
{
++wn;
}
}
else
{
if (p2.Y <= point.Y && area < 0f)
{
--wn;
}
}
}
return (wn == 0 ? -1 : 1);
}
/// <summary>
/// Compute the sum of the angles made between the test point and each pair of points making up the polygon.
/// If this sum is 2pi then the point is an interior point, if 0 then the point is an exterior point.
/// ref: http://ozviz.wasp.uwa.edu.au/~pbourke/geometry/insidepoly/ - Solution 2
/// </summary>
public bool PointInPolygonAngle(ref Vector2 point)
{
double angle = 0;
// Iterate through polygon's edges
for (int i = 0; i < Count; i++)
{
// Get points
Vector2 p1 = this[i] - point;
Vector2 p2 = this[NextIndex(i)] - point;
angle += MathUtils.VectorAngle(ref p1, ref p2);
}
if (Math.Abs(angle) < Math.PI)
{
return false;
}
return true;
}
/// <summary>
/// Transforms the polygon using the defined matrix.
/// </summary>
/// <param name="transform">The matrix to use as transformation.</param>
public void Transform(ref Matrix transform)
{
// Transform main polygon
for (int i = 0; i < Count; i++)
this[i] = Vector2.Transform(this[i], transform);
// Transform holes
if (Holes != null && Holes.Count > 0)
{
for (int i = 0; i < Holes.Count; i++)
{
Vector2[] temp = Holes[i].ToArray();
Vector2.Transform(temp, ref transform, temp);
Holes[i] = new Vertices(temp);
}
}
}
public override string ToString()
{
StringBuilder builder = new StringBuilder();
for (int i = 0; i < Count; i++)
{
builder.Append(this[i].ToString());
if (i < Count - 1)
{
builder.Append(" ");
}
}
return builder.ToString();
}
}
}